Posted September 14, 201510 yr Hi there. Quick and probably simple question. I have a custom dimension, custom biomes, custom decorator all that good stuff. And it works fine. No issues. Only problem I am running into is that if you use the Biomes O Plenty World Type, or enter in to the Nether, my custom Biomes spawn. I just want to know how I can go about stopping this from happening? I imagine it will be something related to making sure that you are in the custom dimension? Kinda like how twilight Forest does it. Those biomes ONLY spawn in the Twilight Forest dimension. Would this check go in the custom chunkProvider somewhere? Or in the Biome class files themselves? Or perhaps in the custom decorator itself? I know it is probably a simple check that says don't do this if you are not in the Custom Dimension ID but I just need a shove on where it would go. Thank You.
September 14, 201510 yr I think you could do a switch in your generator class, means you check the id of the dimension your class going to generate in and then only run the generation in, for example, overworld. (shown in this Tutorial http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-7/world-generation/)
September 14, 201510 yr Author Don't think that would work because a switch requires a constant value. I coded the DimensionID so it could be changed via config in order to resolve conflicts with other mods. That would probably work if I made the DIM-ID a hardcoded value though but I don't want to do that.
September 14, 201510 yr I don't know if that works. But couldn't you add a function that gives the DIM-name if you have the DIM-ID?
September 14, 201510 yr Author I don't understand what you mean. I need to try and figure out how to stop the biomes themselves from even being generated in other dimensions with the exception of my custom one.
September 15, 201510 yr If you don't call BiomeManager.addBiome for your biome, it shouldn't be used anywhere except your dimension. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
September 15, 201510 yr Author I think I understand what you are saying Choonster. So in my situation. I have this being called in my main registry: ModBiomes.registerWithBiomeDictionary(); This is my ModBiomes class: http://pastebin.com/RnE5rn5u So you will note I have commented out: //BiomeDictionary.registerBiomeType(forestLight, Type.FOREST); //BiomeDictionary.registerBiomeType(forestDark, Type.SPOOKY); and only left: BiomeDictionary.registerAllBiomes(); So in doing this I removed my two custom biomes forestLight and forestDark from the dictionary so they aren't going to be called anywhere. However since my custom dimension uses a custom decorator that specifically calls too these two individual Biome classes it will still have them generate in my custom dimension. But since they aren't registered it won't generate anywhere else in the game. Is that interpretation correct?
September 15, 201510 yr I didn't say anything about BiomeDictionary . You should still call BiomeDictionary.registerBiomeType for your biomes. BiomeDictionary.registerAllBiomes does absolutely nothing except log a warning that it was called. This was changed in September 2013, so any tutorial that tells you to call it is very outdated. Do you call BiomeManager.addBiome for your biomes? This is what allows biomes to spawn in the Overworld. If you're not calling that anywhere, it could be that you're using duplicate biome IDs. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
September 16, 201510 yr Author Yes the tutorial was an older one however, no BiomeManager.addBiome isn't called anywhere. That ModBiomes class that I showed you is the only place that those biomes are defined and registered. With regards to the conflicting IDs that was the first thing I checked out. The biome IDs do not conflict with any of my Biome IDs. That was actually the first thing I checked out.
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